Patch 1.5.2 Patch Notes(12-4-12)

Not trying to steal Arlee's thunder, but haven't seen her in a couple of days. Feel free to steal it and delete the thread.

Originally Posted by SWTOR

1.5.2 Patch Notes 12/4/2012

Cartel Market

New Additions

The Covert Pilot Suit has been added to the Cartel Market! This adaptive armor can be worn by any class at level 1.

General

A confirmation dialogue is now displayed for Cartel Coin purchases made outside of the Cartel Market. It shares the same "never show again" option as the confirmation for purchases made directly from the Cartel Market.

Attempting to purchase an item or unlock your character already owns or cannot use now displays a more appropriate warning dialogue.

An issue that prevented some Cartel Market purchases from being delivered correctly has been addressed.

Several errors in the French and German Cartel Market tutorials have been corrected.

Items

Players now receive a notification when attempting to equip that bind when equipped.

The tooltip for the Ball Toss item now indicates that it cannot be used on hostile NPCs.

The Darth Malgus and Satele Shan Holostatues have had their active duration increased from 20 to 60 seconds.

Pink and purple color crystals can now be listed on the Galactic Trade Network.

Descriptions for some color crystals that were missing in French and German have been added.

Unlocks

Attempting to use the Cargo Hold: Addition Bay item without first unlocking the Cargo Hold now displays the correct error.

The tooltip for Galactic Trade Network Sale Slots now correctly states that subscribers have 100 maximum slots.

The tooltip for emotes received in Cartel Market Packs now correctly states "Applies the selected unlock to your Player Character."

The tooltip for Guild Bank Access now clarifies that a player's guild must have a Guild Bank for the unlock to be useful.

Tooltips for items that require the Event Equipment Requisition Authorization now update properly when the Authorization is acquired.

Classes and Combat

Jedi Consular

Shadow

Mind Maze now appears as a debuff on its target.

Sith Inquisitor

Assassin

Mind Trap now appears as a debuff on its target.

Smuggler

Scoundrel

Sleep Dart now appears as a debuff on its target. Sawbones

Sedatives: This ability no longer generates threat.

Imperial Agent

Operative

Tranquilizer now appears as a debuff on its target.Medicine

Sedatives: This ability no longer generates threat.

Companion Characters

HK-51

Players now receive HK-51's starting gear in a container when they complete [HEROIC 2+] Warning: Rivals Detected (Republic) or [HEROIC 2+] Alert: Hostiles Imminent (Imperial). All characters that previously obtained HK-51 will receive this container in the mail.

HK-51's portrait now displays correctly in the companion window for Republic characters.

Crew Skills

Players no longer receive materials for an entire stack of certain items when reverse engineering only part of the stack.

Flashpoints and Operations

Operations

Operation phase entrances now correctly change from orange to purple for players who purchase Weekly Pass: Operations while in a group.Explosive Conflict

The damage dealt by Firebrand and Stormcaller in 16-player Nightmare Mode has been slightly reduced, and their enrage timer has been lengthened.

During the Minefield encounter in Nightmare Mode, the Imperial Demolitions Probe now utilizes Overload's knockback effect as intended.

Zorn's "Tracked" buff now displays its description in the French and German clients.

Terror From Beyond

Operator IX is no longer targetable until its spawn animation has completed.

In Hard Mode, the ground target effect on players targeted by Operator IX's "Delete" ability now more accurately matches the distance players must be within to activate the shield buff.

Kephess the Undying once again drops Armoring 26 items.

Group Finder

Players no longer lose their Group Finder daily mission (and thus its rewards) when reconnecting to the game while their group is queued for a replacement.

Guilds

Inactive guilds no longer occasionally lose their Guild Leader.

Guild Leaders in Free-to-Play guilds can now specify security key requirements for their guild's ranks.

A tooltip that incorrectly indicated that only guilds with a subscribing Guild Leader could display their guild tag has been corrected. Members of guilds can display their guild tag regardless of their Guild Leader's status.

Items

Vehicle level requirements are now properly displayed in tooltips.

Legacy

The Legacy unlock "Priority Transport: Outlaw's Den" no longer shares a cooldown with any other Priority Transport unlocks.

Missions and NPCs

World Missions

Belsavis

Section X

Several missing or incorrect voiceovers in Section X have been addressed.

March of the Dread Guard: The Shackle Remote now broadcasts the correct error message when used on invalid targets. The mission step "Return to the Mission Dropbox" now has a map note.

Targeted Misfire: Republic Marksmen now always drop Airstrike Codes.

Class Missions

Sith Inquisitor

The Prophet Arrives: Players are now appropriately awarded light side/dark side points for this mission.

NPCs

Dreadtooth's "Shriek" buff icon is no longer displayed. Its "Electrified" effect is now properly displayed as a buff instead of as a debuff.

Space Combat

Hypori Escort: This mission no longer erroneously displays a success message upon failure.

UI

General

Abilities no longer disappear from the 5th and 6th quickslot bars when transitioning between areas.

Preferred players now have access to 4 quickslot bars by default.

The 'Enable Focus Target' option is once again available under the Controls section of Preferences.

Free-to-Play and Preferred players who reach level 10 while not on their Origin World now have the correct access to general chat channels.

The "Hide Head Slot" preference now persists between play sessions.

The emote menu now works properly in the French and German clients. The following emotes do not appear in the menu, but can still be used: /backflip, /superflex, /panic, /mourn, and /mock.

Item Preview

The preview window now accurately reflects the color crystal being used in an item.

We had the damn things (almost) DOWN before the patch... Stormcaller dead and Firebrand to sub-50k multiple times and could not quite finish them off.

With the nerf, we killed them for the first time last night. It was good, but the nerf, while I wouldn't call it SIGNIFICANT, was still enough to make it seem just a little not-quite-so-epic.

Vorgath Nightmare (and I assume all of the other modes of him) is currently bitch-able, by the way. Not gonna say how (unless you ask nicely), but you can definitely cheat the fight a bit. We found out last night, checked to make sure it didn't bug out, and then died and went back and killed him legit. It's actually a bitch that some guilds would probably need and others wouldn't.

We had the damn things (almost) DOWN before the patch... Stormcaller dead and Firebrand to sub-50k multiple times and could not quite finish them off.

With the nerf, we killed them for the first time last night. It was good, but the nerf, while I wouldn't call it SIGNIFICANT, was still enough to make it seem just a little not-quite-so-epic.

Vorgath Nightmare (and I assume all of the other modes of him) is currently bitch-able, by the way. Not gonna say how (unless you ask nicely), but you can definitely cheat the fight a bit. We found out last night, checked to make sure it didn't bug out, and then died and went back and killed him legit. It's actually a bitch that some guilds would probably need and others wouldn't.

On to Kephess...

I have to agree with you, even though I'm not currently raiding.
I, personally, think that part of what made Uldar the greatest raid of all time was that it had some insanely difficult hard modes that Blizzard didn't nerf, in some cases they did but not quickly. And so the raid stayed hard. Most of the ICC hard modes were easier than something like Yogg 0.
There's a reason for that, of course, which is that they wanted player to experience all of ICC, regardless of skill.
I think that NMM should be almost impossible. I feel like its something where you should almost feel like you have to wait till the next tier comes out to be able to go back and do. I know many guilds that waited till they got their argent gear before going back for HMs like 3 tree freya.

It was doable, but the nerf was definitely needed. Its a shame though, since the guilds who were SO close wanted it before it got hit with the nerf bat.

However, the scaling between 16man is 8man is a bit ridiculous. We wrecked 8man Nightmare Kephess on an offnight before lockouts reset. Rape as in... some of us were drunk, I wasn't on vent and we didn't have any serious pulls. We got it on our 3rd attempt in 8man.

Currently going on 50+ pulls in 16man, and the damage requirement is INSANE. Wiping to enrage is really discouraging

I just don't want them to nerf Kephess before we kill it. Its definitely killable- you just need insane players. Should maybe get it tonight.

Vorgath was a little bit surprising, the overload knockback is instant.. provided us a single wipe after half out team got kicked away

if you, as Forsedar/Aerroh and my raid tried it severely times in 16 man, than yes 8man is really easy in comparison. But Mostly its just because 8 good people are easier to identify and controllable instead of 16 people where no-one may make a mistake :/

whatever, on the offnight we run 8man NM timed for the title - time to beat is 55 min :P

Vorgath was a little bit surprising, the overload knockback is instant.. provided us a single wipe after half out team got kicked away

if you, as Forsedar/Aerroh and my raid tried it severely times in 16 man, than yes 8man is really easy in comparison. But Mostly its just because 8 good people are easier to identify and controllable instead of 16 people where no-one may make a mistake :/

whatever, on the offnight we run 8man NM timed for the title - time to beat is 55 min :P

We didn't have our 'A' team for 8man Nightmare. It was an offnight and we had people go offspecs just to fill roles, etc. We were just going in there to see if there was a noticeable difference but ended up killing Kephess immediately. If we had our top 8 players and DPS that weren't healers, we probably would have one shot it.

Regardless, I'm not saying 16man is too hard- I'm saying 8man is too easy. I wish 8man was on the level of 16... because we're SO close to getting the 16man kill and it will feel amazingly awesome when we get it.